/* -------------------------------------------------------------------------------

Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.

This file is part of GtkRadiant.

GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

----------------------------------------------------------------------------------

This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."

------------------------------------------------------------------------------- */



/* marker */
#define LIGHT_C



/* dependencies */
#include "q3map2.h"



/*
CreateSunLight() - ydnar
this creates a sun light
*/

static void CreateSunLight( sun_t *sun )
{
	int			i;
	float		photons, d, angle, elevation, da, de;
	vec3_t		direction;
	light_t		*light;
	
	
	/* dummy check */
	if( sun == NULL )
		return;
	
	/* fixup */
	if( sun->numSamples < 1 )
		sun->numSamples = 1;
	
	/* set photons */
	photons = sun->photons / sun->numSamples;
	
	/* create the right number of suns */
	for( i = 0; i < sun->numSamples; i++ )
	{
		/* calculate sun direction */
		if( i == 0 )
			VectorCopy( sun->direction, direction );
		else
		{
			/*
				sun->direction[ 0 ] = cos( angle ) * cos( elevation );
				sun->direction[ 1 ] = sin( angle ) * cos( elevation );
				sun->direction[ 2 ] = sin( elevation );
				
				xz_dist   = sqrt( x*x + z*z )
				latitude  = atan2( xz_dist, y ) * RADIANS
				longitude = atan2( x,       z ) * RADIANS
			*/
			
			d = sqrt( sun->direction[ 0 ] * sun->direction[ 0 ] + sun->direction[ 1 ] * sun->direction[ 1 ] );
			angle = atan2( sun->direction[ 1 ], sun->direction[ 0 ] );
			elevation = atan2( sun->direction[ 2 ], d );
			
			/* jitter the angles (loop to keep random sample within sun->deviance steridians) */
			do
			{
				da = (Random() * 2.0f - 1.0f) * sun->deviance;
				de = (Random() * 2.0f - 1.0f) * sun->deviance;
			}
			while( (da * da + de * de) > (sun->deviance * sun->deviance) );
			angle += da;
			elevation += de;
			
			/* debug code */
			//%	Sys_Printf( "%d: Angle: %3.4f Elevation: %3.3f\n", sun->numSamples, (angle / Q_PI * 180.0f), (elevation / Q_PI * 180.0f) );
			
			/* create new vector */
			direction[ 0 ] = cos( angle ) * cos( elevation );
			direction[ 1 ] = sin( angle ) * cos( elevation );
			direction[ 2 ] = sin( elevation );
		}
		
		/* create a light */
		numSunLights++;
		light = safe_malloc( sizeof( *light ) );
		memset( light, 0, sizeof( *light ) );
		light->next = lights;
		lights = light;
		
		/* initialize the light */
		light->flags = LIGHT_SUN_DEFAULT;
		light->type = EMIT_SUN;
		light->fade = 1.0f;
		light->falloffTolerance = falloffTolerance;
		light->filterRadius = sun->filterRadius / sun->numSamples;
		light->style = noStyles ? LS_NORMAL : sun->style;
		
		/* set the light's position out to infinity */
		VectorMA( vec3_origin, (MAX_WORLD_COORD * 8.0f), direction, light->origin );	/* MAX_WORLD_COORD * 2.0f */
		
		/* set the facing to be the inverse of the sun direction */
		VectorScale( direction, -1.0, light->normal );
		light->dist = DotProduct( light->origin, light->normal );
		
		/* set color and photons */
		VectorCopy( sun->color, light->color );
		light->photons = photons * skyScale;
	}

	/* another sun? */
	if( sun->next != NULL )
		CreateSunLight( sun->next );
}



/*
CreateSkyLights() - ydnar
simulates sky light with multiple suns
*/

static void CreateSkyLights( vec3_t color, float value, int iterations, float filterRadius, int style )
{
	int			i, j, numSuns;
	int			angleSteps, elevationSteps;
	float		angle, elevation;
	float		angleStep, elevationStep;
	float		step, start;
	sun_t		sun;
	
	
	/* dummy check */
	if( value <= 0.0f || iterations < 2 )
		return;
	
	/* calculate some stuff */
	step = 2.0f / (iterations - 1);
	start = -1.0f;
	
	/* basic sun setup */
	VectorCopy( color, sun.color );
	sun.deviance = 0.0f;
	sun.filterRadius = filterRadius;
	sun.numSamples = 1;
	sun.style = noStyles ? LS_NORMAL : style;
	sun.next = NULL;
	
	/* setup */
	elevationSteps = iterations - 1;
	angleSteps = elevationSteps * 4;
	angle = 0.0f;
	elevationStep = DEG2RAD( 90.0f / iterations );	/* skip elevation 0 */
	angleStep = DEG2RAD( 360.0f / angleSteps );
	
	/* calc individual sun brightness */
	numSuns = angleSteps * elevationSteps + 1;
	sun.photons = value / numSuns;
	
	/* iterate elevation */
	elevation = elevationStep * 0.5f;
	angle = 0.0f;
	for( i = 0, elevation = elevationStep * 0.5f; i < elevationSteps; i++ )
	{
		/* iterate angle */
		for( j = 0; j < angleSteps; j++ )
		{
			/* create sun */
			sun.direction[ 0 ] = cos( angle ) * cos( elevation );
			sun.direction[ 1 ] = sin( angle ) * cos( elevation );
			sun.direction[ 2 ] = sin( elevation );
			CreateSunLight( &sun );
			
			/* move */
			angle += angleStep;
		}
			
		/* move */
		elevation += elevationStep;
		angle += angleStep / elevationSteps;
	}
	
	/* create vertical sun */
	VectorSet( sun.direction, 0.0f, 0.0f, 1.0f );
	CreateSunLight( &sun );
	
	/* short circuit */
	return;
}



/*
CreateEntityLights()
creates lights from light entities
*/

void CreateEntityLights( void )
{
	int				i, j;
	light_t			*light, *light2;
	entity_t		*e, *e2;
	const char		*name;
	const char		*target;
	vec3_t			dest;
	const char		*_color;
	float			intensity, scale, deviance, filterRadius;
	int				spawnflags, flags, numSamples;
	qboolean		junior;

	
	/* go throught entity list and find lights */
	for( i = 0; i < numEntities; i++ )
	{
		/* get entity */
		e = &entities[ i ];
		name = ValueForKey( e, "classname" );
		
		/* ydnar: check for lightJunior */
		if( Q_strncasecmp( name, "lightJunior", 11 ) == 0 )
			junior = qtrue;
		else if( Q_strncasecmp( name, "light", 5 ) == 0 )
			junior = qfalse;
		else
			continue;
		
		/* lights with target names (and therefore styles) are only parsed from BSP */
		target = ValueForKey( e, "targetname" );
		if( target[ 0 ] != '\0' && i >= numBSPEntities )
			continue;
		
		/* create a light */
		numPointLights++;
		light = safe_malloc( sizeof( *light ) );
		memset( light, 0, sizeof( *light ) );
		light->next = lights;
		lights = light;
		
		/* handle spawnflags */
		spawnflags = IntForKey( e, "spawnflags" );
		
		/* ydnar: quake 3+ light behavior */
		if( wolfLight == qfalse )
		{
			/* set default flags */
			flags = LIGHT_Q3A_DEFAULT;
			
			/* linear attenuation? */
			if( spawnflags & 1 )
			{
				flags |= LIGHT_ATTEN_LINEAR;
				flags &= ~LIGHT_ATTEN_ANGLE;
			}
			
			/* no angle attenuate? */
			if( spawnflags & 2 )
				flags &= ~LIGHT_ATTEN_ANGLE;
		}
		
		/* ydnar: wolf light behavior */
		else
		{
			/* set default flags */
			flags = LIGHT_WOLF_DEFAULT;
			
			/* inverse distance squared attenuation? */
			if( spawnflags & 1 )
			{
				flags &= ~LIGHT_ATTEN_LINEAR;
				flags |= LIGHT_ATTEN_ANGLE;
			}
			
			/* angle attenuate? */
			if( spawnflags & 2 )
				flags |= LIGHT_ATTEN_ANGLE;
		}
		
		/* other flags (borrowed from wolf) */
		
		/* wolf dark light? */
		if( (spawnflags & 4) || (spawnflags & 8) )
			flags |= LIGHT_DARK;
		
		/* nogrid? */
		if( spawnflags & 16 )
			flags &= ~LIGHT_GRID;
		
		/* junior? */
		if( junior )
		{
			flags |= LIGHT_GRID;
			flags &= ~LIGHT_SURFACES;
		}

		/* vortex: unnormalized? */
		if (spawnflags & 32)
			flags |= LIGHT_UNNORMALIZED;

		/* vortex: distance atten? */
		if (spawnflags & 64)
			flags |= LIGHT_ATTEN_DISTANCE;

		/* store the flags */
		light->flags = flags;
		
		/* ydnar: set fade key (from wolf) */
		light->fade = 1.0f;
		if( light->flags & LIGHT_ATTEN_LINEAR )
		{
			light->fade = FloatForKey( e, "fade" );
			if( light->fade == 0.0f )
				light->fade = 1.0f;
		}
		
		/* ydnar: set angle scaling (from vlight) */
		light->angleScale = FloatForKey( e, "_anglescale" );
		if( light->angleScale != 0.0f )
			light->flags |= LIGHT_ATTEN_ANGLE;
		
		/* set origin */
		GetVectorForKey( e, "origin", light->origin);
		light->style = IntForKey( e, "_style" );
		if( light->style == LS_NORMAL )
			light->style = IntForKey( e, "style" );
		if( light->style < LS_NORMAL || light->style >= LS_NONE )
			Error( "Invalid lightstyle (%d) on entity %d", light->style, i );
		
		if( light->style != LS_NORMAL ) {
			Sys_FPrintf (SYS_WRN, "WARNING: Styled light found targeting %s\n **", target );
		}

		/* set light intensity */
		intensity = FloatForKey( e, "_light" );
		if( intensity == 0.0f )
			intensity = FloatForKey( e, "light" );
		if( intensity == 0.0f)
			intensity = 300.0f;
		
		/* ydnar: set light scale (sof2) */
		scale = FloatForKey( e, "scale" );
		if( scale == 0.0f )
			scale = 1.0f;
		intensity *= scale;
		
		/* ydnar: get deviance and samples */
		deviance = FloatForKey( e, "_deviance" );
		if( deviance == 0.0f )
			deviance = FloatForKey( e, "_deviation" );
		if( deviance == 0.0f )
			deviance = FloatForKey( e, "_jitter" );
		numSamples = IntForKey( e, "_samples" );
		if( deviance < 0.0f || numSamples < 1 )
		{
			deviance = 0.0f;
			numSamples = 1;
		}
		intensity /= numSamples;
		
		/* ydnar: get filter radius */
		filterRadius = FloatForKey( e, "_filterradius" );
		if( filterRadius == 0.0f )
			filterRadius = FloatForKey( e, "_filteradius" );
		if( filterRadius == 0.0f )
			filterRadius = FloatForKey( e, "_filter" );
		if( filterRadius < 0.0f )
			filterRadius = 0.0f;
		light->filterRadius = filterRadius;
		
		/* set light color */
		_color = ValueForKey( e, "_color" );
		if( _color && _color[ 0 ] )
		{
			sscanf( _color, "%f %f %f", &light->color[ 0 ], &light->color[ 1 ], &light->color[ 2 ] );
			if (!(light->flags & LIGHT_UNNORMALIZED))
			{
				ColorNormalize( light->color, light->color );
			}
		}
		else
			light->color[ 0 ] = light->color[ 1 ] = light->color[ 2 ] = 1.0f;

		intensity = intensity * pointScale;
		light->photons = intensity;

		light->type = EMIT_POINT;
		
		/* set falloff threshold */
		light->falloffTolerance = falloffTolerance / numSamples;
		
		/* lights with a target will be spotlights */
		target = ValueForKey( e, "target" );
		if( target[ 0 ] )
		{
			float		radius;
			float		dist;
			sun_t		sun;
			const char	*_sun;
			
			
			/* get target */
			e2 = FindTargetEntity( target );
			if( e2 == NULL )
			{
				Sys_Printf( "WARNING: light at (%i %i %i) has missing target\n",
					(int) light->origin[ 0 ], (int) light->origin[ 1 ], (int) light->origin[ 2 ] );
			}
			else
			{
				/* not a point light */
				numPointLights--;
				numSpotLights++;
				
				/* make a spotlight */
				GetVectorForKey( e2, "origin", dest );
				VectorSubtract( dest, light->origin, light->normal );
				dist = VectorNormalize( light->normal, light->normal );
				radius = FloatForKey( e, "radius" );
				if( !radius )
					radius = 64;
				if( !dist )
					dist = 64;
				light->radiusByDist = (radius + 16) / dist;
				light->type = EMIT_SPOT;
				
				/* ydnar: wolf mods: spotlights always use nonlinear + angle attenuation */
				light->flags &= ~LIGHT_ATTEN_LINEAR;
				light->flags |= LIGHT_ATTEN_ANGLE;
				light->fade = 1.0f;
				
				/* ydnar: is this a sun? */
				_sun = ValueForKey( e, "_sun" );
				if( _sun[ 0 ] == '1' )
				{
					/* not a spot light */
					numSpotLights--;
					
					/* unlink this light */
					lights = light->next;
					
					/* make a sun */
					VectorScale( light->normal, -1.0f, sun.direction );
					VectorCopy( light->color, sun.color );
					sun.photons = (intensity / pointScale);
					sun.deviance = deviance / 180.0f * Q_PI;
					sun.numSamples = numSamples;
					sun.style = noStyles ? LS_NORMAL : light->style;
					sun.next = NULL;
					
					/* make a sun light */
					CreateSunLight( &sun );
					
					/* free original light */
					free( light );
					light = NULL;
					
					/* skip the rest of this love story */
					continue;
				}
			}
		}
		
		/* jitter the light */
		for( j = 1; j < numSamples; j++ )
		{
			/* create a light */
			light2 = safe_malloc( sizeof( *light ) );
			memcpy( light2, light, sizeof( *light ) );
			light2->next = lights;
			lights = light2;
			
			/* add to counts */
			if( light->type == EMIT_SPOT )
				numSpotLights++;
			else
				numPointLights++;
			
			/* jitter it */
			light2->origin[ 0 ] = light->origin[ 0 ] + (Random() * 2.0f - 1.0f) * deviance;
			light2->origin[ 1 ] = light->origin[ 1 ] + (Random() * 2.0f - 1.0f) * deviance;
			light2->origin[ 2 ] = light->origin[ 2 ] + (Random() * 2.0f - 1.0f) * deviance;
		}
	}
}



/*
CreateSurfaceLights() - ydnar
this hijacks the radiosity code to generate surface lights for first pass
*/

#define APPROX_BOUNCE	1.0f

void CreateSurfaceLights( void )
{
	int					i;
	bspDrawSurface_t	*ds;
	surfaceInfo_t		*info;
	shaderInfo_t		*si;
	light_t				*light;
	float				subdivide;
	vec3_t				origin;
	clipWork_t			cw;
	const char			*nss;
	
	
	/* get sun shader supressor */
	nss = ValueForKey( &entities[ 0 ], "_noshadersun" );
	
	/* walk the list of surfaces */
	for( i = 0; i < numBSPDrawSurfaces; i++ )
	{
		/* get surface and other bits */
		ds = &bspDrawSurfaces[ i ];
		info = &surfaceInfos[ i ];
		si = info->si;
		
		/* sunlight? */
		if( si->sun != NULL && nss[ 0 ] != '1' )
		{
			Sys_FPrintf( SYS_VRB, "Sun: %s\n", si->shader );
			CreateSunLight( si->sun );
			si->sun = NULL; /* FIXME: leak! */
		}
		
		/* sky light? */
		if( si->skyLightValue > 0.0f )
		{
			Sys_FPrintf( SYS_VRB, "Sky: %s\n", si->shader );
			CreateSkyLights( si->color, si->skyLightValue, si->skyLightIterations, si->lightFilterRadius, si->lightStyle );
			si->skyLightValue = 0.0f;	/* FIXME: hack! */
		}
		
		/* try to early out */
		if( si->value <= 0 )
			continue;
		
		/* autosprite shaders become point lights */
		if( si->autosprite )
		{
			/* create an average xyz */
			VectorAdd( info->mins, info->maxs, origin );
			VectorScale( origin, 0.5f, origin );
			
			/* create a light */
			light = safe_malloc( sizeof( *light ) );
			memset( light, 0, sizeof( *light ) );
			light->next = lights;
			lights = light;
			
			/* set it up */
			light->flags = LIGHT_Q3A_DEFAULT;
			light->type = EMIT_POINT;
			light->photons = si->value * pointScale;
			light->fade = 1.0f;
			light->si = si;
			VectorCopy( origin, light->origin );
			VectorCopy( si->color, light->color );
			light->falloffTolerance = falloffTolerance;
			light->style = si->lightStyle;
			
			/* add to point light count and continue */
			numPointLights++;
			continue;
		}
		
		/* get subdivision amount */
		if( si->lightSubdivide > 0 )
			subdivide = si->lightSubdivide;
		else
			subdivide = defaultLightSubdivide;
		
		/* switch on type */
		switch( ds->surfaceType )
		{
			case MST_PLANAR:
			case MST_TRIANGLE_SOUP:
				RadLightForTriangles( i, 0, info->lm, si, APPROX_BOUNCE, subdivide, &cw );
				break;
			
			case MST_PATCH:
				RadLightForPatch( i, 0, info->lm, si, APPROX_BOUNCE, subdivide, &cw );
				break;
			
			default:
				break;
		}
	}
}



/*
SetEntityOrigins()
find the offset values for inline models
*/

void SetEntityOrigins( void )
{
	int					i, j, k, f;
	entity_t			*e;
	vec3_t				origin;
	const char			*key;
	int					modelnum;
	bspModel_t			*dm;
	bspDrawSurface_t	*ds;
	
	
	/* ydnar: copy drawverts into private storage for nefarious purposes */
	yDrawVerts = safe_malloc( numBSPDrawVerts * sizeof( bspDrawVert_t ) );
	memcpy( yDrawVerts, bspDrawVerts, numBSPDrawVerts * sizeof( bspDrawVert_t ) );
	
	/* set the entity origins */
	for( i = 0; i < numEntities; i++ )
	{
		/* get entity and model */
		e = &entities[ i ];
		key = ValueForKey( e, "model" );
		if( key[ 0 ] != '*' )
			continue;
		modelnum = atoi( key + 1 );
		dm = &bspModels[ modelnum ];
		
		/* get entity origin */
		key = ValueForKey( e, "origin" );
		if( key[ 0 ] == '\0' )
			continue;
		GetVectorForKey( e, "origin", origin );
		
		/* set origin for all surfaces for this model */
		for( j = 0; j < dm->numBSPSurfaces; j++ )
		{
			/* get drawsurf */
			ds = &bspDrawSurfaces[ dm->firstBSPSurface + j ];
			
			/* set its verts */
			for( k = 0; k < ds->numVerts; k++ )
			{
				f = ds->firstVert + k;
				VectorAdd( origin, bspDrawVerts[ f ].xyz, yDrawVerts[ f ].xyz );
			}
		}
	}
}



/*
PointToPolygonFormFactor()
calculates the area over a point/normal hemisphere a winding covers
ydnar: fixme: there has to be a faster way to calculate this
without the expensive per-vert sqrts and transcendental functions
ydnar 2002-09-30: added -faster switch because only 19% deviance > 10%
between this and the approximation
*/

#define ONE_OVER_2PI	0.159154942f	//% (1.0f / (2.0f * 3.141592657f))

float PointToPolygonFormFactor( const vec3_t point, const vec3_t normal, const winding_t *w )
{
	vec3_t		triVector, triNormal;
	int			i, j;
	vec3_t		dirs[ MAX_POINTS_ON_WINDING ];
	float		total;
	float		dot, angle, facing;
	
	
	/* this is expensive */
	for( i = 0; i < w->numpoints; i++ )
	{
		VectorSubtract( w->p[ i ], point, dirs[ i ] );
		VectorNormalize( dirs[ i ], dirs[ i ] );
	}
	
	/* duplicate first vertex to avoid mod operation */
	VectorCopy( dirs[ 0 ], dirs[ i ] );
	
	/* calculcate relative area */
	total = 0.0f;
	for( i = 0; i < w->numpoints; i++ )
	{
		/* get a triangle */
		j = i + 1;
		dot = DotProduct( dirs[ i ], dirs[ j ] );
		
		/* roundoff can cause slight creep, which gives an IND from acos */
		if( dot > 1.0f )
			dot = 1.0f;
		else if( dot < -1.0f )
			dot = -1.0f;
		
		/* get the angle */
		angle = acos( dot );
		
		CrossProduct( dirs[ i ], dirs[ j ], triVector );
		if( VectorNormalize( triVector, triNormal ) < 0.0001f )
			continue;
		
		facing = DotProduct( normal, triNormal );
		total += facing * angle;
		
		/* ydnar: this was throwing too many errors with radiosity + crappy maps. ignoring it. */
		if( total > 6.3f || total < -6.3f )
			return 0.0f;
	}
	
	/* now in the range of 0 to 1 over the entire incoming hemisphere */
	//%	total /= (2.0f * 3.141592657f);
	total *= ONE_OVER_2PI;
	return total;
}



/*
LightContributionTosample()
determines the amount of light reaching a sample (luxel or vertex) from a given light
*/

int LightContributionToSample( trace_t *trace )
{
	light_t			*light;
	float			angle;
	float			add;
	float			dist;
	
	
	/* get light */
	light = trace->light;
	
	/* clear color */
	VectorClear( trace->color );
	VectorClear( trace->colorNoShadow );
	
	/* ydnar: early out */
	if( !(light->flags & LIGHT_SURFACES) || light->envelope <= 0.0f )
		return 0;
	
	/* do some culling checks */
	if( light->type != EMIT_SUN )
	{
		/* MrE: if the light is behind the surface */
		if( trace->twoSided == qfalse )
			if( DotProduct( light->origin, trace->normal ) - DotProduct( trace->origin, trace->normal ) < 0.0f )
				return 0;
		
		/* ydnar: test pvs */
		if( !ClusterVisible( trace->cluster, light->cluster ) )
			return 0;
	}
	
	/* exact point to polygon form factor */
	if( light->type == EMIT_AREA )
	{
		float		factor;
		float		d;
		vec3_t		pushedOrigin;
		
		/* project sample point into light plane */
		d = DotProduct( trace->origin, light->normal ) - light->dist;
		if( d < 3.0f )
		{
			/* sample point behind plane? */
			if( !(light->flags & LIGHT_TWOSIDED) && d < -1.0f )
				return 0;
			
			/* sample plane coincident? */
			if( d > -3.0f && DotProduct( trace->normal, light->normal ) > 0.9f )
				return 0;
		}
		
		/* nudge the point so that it is clearly forward of the light */
		/* so that surfaces meeting a light emiter don't get black edges */
		if( d > -8.0f && d < 8.0f )
			VectorMA( trace->origin, (8.0f - d), light->normal, pushedOrigin );				
		else
			VectorCopy( trace->origin, pushedOrigin );
		
		/* get direction and distance */
		VectorCopy( light->origin, trace->end );
		dist = SetupTrace( trace );
		if( dist >= light->envelope )
			return 0;
		
		/* ptpff approximation */
		if( faster )
		{
			/* angle attenuation */
			angle = DotProduct( trace->normal, trace->direction );
			
			/* twosided lighting */
			if( trace->twoSided )
				angle = fabs( angle );
			
			/* attenuate */
			angle *= -DotProduct( light->normal, trace->direction );
			if( angle == 0.0f )
				return 0;
			else if( angle < 0.0f &&
				(trace->twoSided || (light->flags & LIGHT_TWOSIDED)) )
				angle = -angle;
			add = light->photons / (dist * dist) * angle;
		}
		else
		{
			/* calculate the contribution */
			factor = PointToPolygonFormFactor( pushedOrigin, trace->normal, light->w );
			if( factor == 0.0f )
				return 0;
			else if( factor < 0.0f )
			{
				/* twosided lighting */
				if( trace->twoSided || (light->flags & LIGHT_TWOSIDED) )
				{
					factor = -factor;

					/* push light origin to other side of the plane */
					VectorMA( light->origin, -2.0f, light->normal, trace->end );
					dist = SetupTrace( trace );
					if( dist >= light->envelope )
						return 0;
				}
				else
					return 0;
			}
			
			/* ydnar: moved to here */
			add = factor * light->add;
		}
	}
	
	/* point/spot lights */
	else if( light->type == EMIT_POINT || light->type == EMIT_SPOT )
	{
		/* get direction and distance */
		VectorCopy( light->origin, trace->end );
		dist = SetupTrace( trace );
		if( dist >= light->envelope )
			return 0;
		
		/* clamp the distance to prevent super hot spots */
		if( dist < 16.0f )
			dist = 16.0f;
		
		/* angle attenuation */
		angle = (light->flags & LIGHT_ATTEN_ANGLE) ? DotProduct( trace->normal, trace->direction ) : 1.0f;
		if( light->angleScale != 0.0f )
		{
			angle /= light->angleScale;
			if( angle > 1.0f )
				angle = 1.0f;
		}
		
		/* twosided lighting */
		if( trace->twoSided )
			angle = fabs( angle );
		
		/* attenuate */
		if( light->flags & LIGHT_ATTEN_LINEAR )
		{
			add = angle * light->photons * linearScale - (dist * light->fade);
			if( add < 0.0f )
				add = 0.0f;
		}
		else
			add = light->photons / (dist * dist) * angle;
		
		/* handle spotlights */
		if( light->type == EMIT_SPOT )
		{
			float	distByNormal, radiusAtDist, sampleRadius;
			vec3_t	pointAtDist, distToSample;
	
			/* do cone calculation */
			distByNormal = -DotProduct( trace->displacement, light->normal );
			if( distByNormal < 0.0f )
				return 0;
			VectorMA( light->origin, distByNormal, light->normal, pointAtDist );
			radiusAtDist = light->radiusByDist * distByNormal;
			VectorSubtract( trace->origin, pointAtDist, distToSample );
			sampleRadius = VectorLength( distToSample );
			
			/* outside the cone */
			if( sampleRadius >= radiusAtDist )
				return 0;
			
			/* attenuate */
			if( sampleRadius > (radiusAtDist - 32.0f) )
				add *= ((radiusAtDist - sampleRadius) / 32.0f);
		}
	}
	
	/* ydnar: sunlight */
	else if( light->type == EMIT_SUN )
	{
		/* get origin and direction */
		VectorAdd( trace->origin, light->origin, trace->end );
		dist = SetupTrace( trace );
		
		/* angle attenuation */
		angle = (light->flags & LIGHT_ATTEN_ANGLE)
			? DotProduct( trace->normal, trace->direction )
			: 1.0f;
		
		/* twosided lighting */
		if( trace->twoSided )
			angle = fabs( angle );
		
		/* attenuate */
		add = light->photons * angle;
		if( add <= 0.0f )
			return 0;

		/* VorteX: set noShadow color */
		VectorScale(light->color, add, trace->colorNoShadow);
		
		/* setup trace */
		trace->testAll = qtrue;
		VectorScale( light->color, add, trace->color );
		
		/* trace to point */
		if( trace->testOcclusion && !trace->forceSunlight )
		{
			/* trace */
			TraceLine( trace );
			if( !(trace->compileFlags & C_SKY) || trace->opaque )
			{
				VectorClear( trace->color );
				return -1;
			}
		}
		
		/* return to sender */
		return 1;
	}

	/* VorteX: set noShadow color */
	VectorScale(light->color, add, trace->colorNoShadow);
	
	/* ydnar: changed to a variable number */
	if( add <= 0.0f || (add <= light->falloffTolerance && (light->flags & LIGHT_FAST_ACTUAL)) )
		return 0;
	
	/* setup trace */
	trace->testAll = qfalse;
	VectorScale( light->color, add, trace->color );
	
	/* raytrace */
	TraceLine( trace );
	if( trace->passSolid || trace->opaque )
	{
		VectorClear( trace->color );
		return -1;
	}
	
	/* return to sender */
	return 1;
}



/*
LightingAtSample()
determines the amount of light reaching a sample (luxel or vertex)
*/

void LightingAtSample( trace_t *trace, byte styles[ MAX_LIGHTMAPS ], vec3_t colors[ MAX_LIGHTMAPS ] )
{
	int				i, lightmapNum;
	
	
	/* clear colors */
	for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
		VectorClear( colors[ lightmapNum ] );
	
	/* ydnar: normalmap */
	if( normalmap )
	{
		colors[ 0 ][ 0 ] = (trace->normal[ 0 ] + 1.0f) * 127.5f;
		colors[ 0 ][ 1 ] = (trace->normal[ 1 ] + 1.0f) * 127.5f;
		colors[ 0 ][ 2 ] = (trace->normal[ 2 ] + 1.0f) * 127.5f;
		return;
	}
	
	/* ydnar: don't bounce ambient all the time */
	if( !bouncing )
		VectorCopy( ambientColor, colors[ 0 ] );
	
	/* ydnar: trace to all the list of lights pre-stored in tw */
	for( i = 0; i < trace->numLights && trace->lights[ i ] != NULL; i++ )
	{
		/* set light */
		trace->light = trace->lights[ i ];
		
		/* style check */
		for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
		{
			if( styles[ lightmapNum ] == trace->light->style ||
				styles[ lightmapNum ] == LS_NONE )
				break;
		}
		
		/* max of MAX_LIGHTMAPS (4) styles allowed to hit a sample */
		if( lightmapNum >= MAX_LIGHTMAPS )
			continue;
		
		/* sample light */
		LightContributionToSample( trace );
		if( trace->color[ 0 ] == 0.0f && trace->color[ 1 ] == 0.0f && trace->color[ 2 ] == 0.0f )
			continue;
		
		/* handle negative light */
		if( trace->light->flags & LIGHT_NEGATIVE )
			VectorScale( trace->color, -1.0f, trace->color );
		
		/* set style */
		styles[ lightmapNum ] = trace->light->style;
		
		/* add it */
		VectorAdd( colors[ lightmapNum ], trace->color, colors[ lightmapNum ] );
		
		/* cheap mode */
		if( cheap &&
			colors[ 0 ][ 0 ] >= 255.0f &&
			colors[ 0 ][ 1 ] >= 255.0f &&
			colors[ 0 ][ 2 ] >= 255.0f )
			break;
	}
}



/*
LightContributionToPoint()
for a given light, how much light/color reaches a given point in space (with no facing)
note: this is similar to LightContributionToSample() but optimized for omnidirectional sampling
*/

int LightContributionToPoint( trace_t *trace )
{
	light_t		*light;
	float		add, dist;
	
	
	/* get light */
	light = trace->light;
	
	/* clear color */
	VectorClear( trace->color );
	
	/* ydnar: early out */
	if( !(light->flags & LIGHT_GRID) || light->envelope <= 0.0f )
		return qfalse;
	
	/* is this a sun? */
	if( light->type != EMIT_SUN )
	{
		/* sun only? */
		if( sunOnly )
			return qfalse;
		
		/* test pvs */
		if( !ClusterVisible( trace->cluster, light->cluster ) )
			return qfalse;
	}
	
	/* ydnar: check origin against light's pvs envelope */
	if( trace->origin[ 0 ] > light->maxs[ 0 ] || trace->origin[ 0 ] < light->mins[ 0 ] ||
		trace->origin[ 1 ] > light->maxs[ 1 ] || trace->origin[ 1 ] < light->mins[ 1 ] ||
		trace->origin[ 2 ] > light->maxs[ 2 ] || trace->origin[ 2 ] < light->mins[ 2 ] )
	{
		gridBoundsCulled++;
		return qfalse;
	}
	
	/* set light origin */
	if( light->type == EMIT_SUN )
		VectorAdd( trace->origin, light->origin, trace->end );
	else
		VectorCopy( light->origin, trace->end );
	
	/* set direction */
	dist = SetupTrace( trace );
	
	/* test envelope */
	if( dist > light->envelope )
	{
		gridEnvelopeCulled++;
		return qfalse;
	}
	
	/* ptpff approximation */
	if( light->type == EMIT_AREA && faster )
	{
		/* clamp the distance to prevent super hot spots */
		if( dist < 16.0f )
			dist = 16.0f;
		
		/* attenuate */
		add = light->photons / (dist * dist);
	}
	
	/* exact point to polygon form factor */
	else if( light->type == EMIT_AREA )
	{
		float		factor, d;
		vec3_t		pushedOrigin;
		
		
		/* see if the point is behind the light */
		d = DotProduct( trace->origin, light->normal ) - light->dist;
		if( !(light->flags & LIGHT_TWOSIDED) && d < -1.0f )
			return qfalse;
		
		/* nudge the point so that it is clearly forward of the light */
		/* so that surfaces meeting a light emiter don't get black edges */
		if( d > -8.0f && d < 8.0f )
			VectorMA( trace->origin, (8.0f - d), light->normal, pushedOrigin );				
		else
			VectorCopy( trace->origin, pushedOrigin );
		
		/* calculate the contribution (ydnar 2002-10-21: [bug 642] bad normal calc) */
		factor = PointToPolygonFormFactor( pushedOrigin, trace->direction, light->w );
		if( factor == 0.0f )
			return qfalse;
		else if( factor < 0.0f )
		{
			if( light->flags & LIGHT_TWOSIDED )
				factor = -factor;
			else
				return qfalse;
		}
		
		/* ydnar: moved to here */
		add = factor * light->add;
	}
	
	/* point/spot lights */
	else if( light->type == EMIT_POINT || light->type == EMIT_SPOT )
	{
		/* clamp the distance to prevent super hot spots */
		if( dist < 16.0f )
			dist = 16.0f;
		
		/* attenuate */
		if( light->flags & LIGHT_ATTEN_LINEAR )
		{
			add = light->photons * linearScale - (dist * light->fade);
			if( add < 0.0f )
				add = 0.0f;
		}
		else
			add = light->photons / (dist * dist);
		
		/* handle spotlights */
		if( light->type == EMIT_SPOT )
		{
			float	distByNormal, radiusAtDist, sampleRadius;
			vec3_t	pointAtDist, distToSample;
			
			
			/* do cone calculation */
			distByNormal = -DotProduct( trace->displacement, light->normal );
			if( distByNormal < 0.0f )
				return qfalse;
			VectorMA( light->origin, distByNormal, light->normal, pointAtDist );
			radiusAtDist = light->radiusByDist * distByNormal;
			VectorSubtract( trace->origin, pointAtDist, distToSample );
			sampleRadius = VectorLength( distToSample );
			
			/* outside the cone */
			if( sampleRadius >= radiusAtDist )
				return qfalse;
			
			/* attenuate */
			if( sampleRadius > (radiusAtDist - 32.0f) )
				add *= ((radiusAtDist - sampleRadius) / 32.0f);
		}
	}
	
	/* ydnar: sunlight */
	else if( light->type == EMIT_SUN )
	{
		/* attenuate */
		add = light->photons;
		if( add <= 0.0f )
			return qfalse;
		
		/* setup trace */
		trace->testAll = qtrue;
		VectorScale( light->color, add, trace->color );
		
		/* trace to point */
		if( trace->testOcclusion && !trace->forceSunlight )
		{
			/* trace */
			TraceLine( trace );
			if( !(trace->compileFlags & C_SKY) || trace->opaque )
			{
				VectorClear( trace->color );
				return -1;
			}
		}
		
		/* return to sender */
		return qtrue;
	}
	
	/* unknown light type */
	else
		return qfalse;
	
	/* ydnar: changed to a variable number */
	if( add <= 0.0f || (add <= light->falloffTolerance && (light->flags & LIGHT_FAST_ACTUAL)) )
		return qfalse;
	
	/* setup trace */
	trace->testAll = qfalse;
	VectorScale( light->color, add, trace->color );
	
	/* trace */
	TraceLine( trace );
	if( trace->passSolid )
	{
		VectorClear( trace->color );
		return qfalse;
	}
	
	/* we have a valid sample */
	return qtrue;
}



/*
TraceGrid()
grid samples are for quickly determining the lighting
of dynamically placed entities in the world
*/

#define	MAX_CONTRIBUTIONS	32768

typedef struct
{
	vec3_t		dir;
	vec3_t		color;
	int			style;
}
contribution_t;

void TraceGrid( int num )
{
	int						i, j, x, y, z, mod, numCon, numStyles;
	float					d, step;
	vec3_t					baseOrigin, cheapColor, color, thisdir;
	rawGridPoint_t			*gp;
	bspGridPoint_t			*bgp;
	contribution_t			contributions[ MAX_CONTRIBUTIONS ];
	trace_t					trace;
	
	/* get grid points */
	gp = &rawGridPoints[ num ];
	bgp = &bspGridPoints[ num ];
	
	/* get grid origin */
	mod = num;
	z = mod / (gridBounds[ 0 ] * gridBounds[ 1 ]);
	mod -= z * (gridBounds[ 0 ] * gridBounds[ 1 ]);
	y = mod / gridBounds[ 0 ];
	mod -= y * gridBounds[ 0 ];
	x = mod;
	
	trace.origin[ 0 ] = gridMins[ 0 ] + x * gridSize[ 0 ];
	trace.origin[ 1 ] = gridMins[ 1 ] + y * gridSize[ 1 ];
	trace.origin[ 2 ] = gridMins[ 2 ] + z * gridSize[ 2 ];
	
	/* set inhibit sphere */
	if( gridSize[ 0 ] > gridSize[ 1 ] && gridSize[ 0 ] > gridSize[ 2 ] )
		trace.inhibitRadius = gridSize[ 0 ] * 0.5f;
	else if( gridSize[ 1 ] > gridSize[ 0 ] && gridSize[ 1 ] > gridSize[ 2 ] )
		trace.inhibitRadius = gridSize[ 1 ] * 0.5f;
	else
		trace.inhibitRadius = gridSize[ 2 ] * 0.5f;
	
	/* find point cluster */
	trace.cluster = ClusterForPointExt( trace.origin, GRID_EPSILON );
	if( trace.cluster < 0 )
	{
		/* try to nudge the origin around to find a valid point */
		VectorCopy( trace.origin, baseOrigin );
		for( step = 0; (step += 0.005) <= 1.0; )
		{
			VectorCopy( baseOrigin, trace.origin );
			trace.origin[ 0 ] += step * (Random() - 0.5) * gridSize[0];
			trace.origin[ 1 ] += step * (Random() - 0.5) * gridSize[1];
			trace.origin[ 2 ] += step * (Random() - 0.5) * gridSize[2];
				
			/* ydnar: changed to find cluster num */
			trace.cluster = ClusterForPointExt( trace.origin, VERTEX_EPSILON );
			if( trace.cluster >= 0 )
				break;
		}
		
		/* can't find a valid point at all */
		if( step > 0.5 )
			return;
	}
	
	/* setup trace */
	trace.testOcclusion = !noTrace;
	trace.forceSunlight = qfalse;
	trace.recvShadows = WORLDSPAWN_RECV_SHADOWS;
	trace.numSurfaces = 0;
	trace.surfaces = NULL;
	trace.numLights = 0;
	trace.lights = NULL;
	
	/* clear */
	numCon = 0;
	VectorClear( cheapColor );
	
	/* trace to all the lights, find the major light direction, and divide the
	   total light between that along the direction and the remaining in the ambient */
	for( trace.light = lights; trace.light != NULL; trace.light = trace.light->next )
	{
		float		addSize;
		
		
		/* sample light */
		if( !LightContributionToPoint( &trace ) )
			continue;
		
		/* handle negative light */
		if( trace.light->flags & LIGHT_NEGATIVE )
			VectorScale( trace.color, -1.0f, trace.color );
		
		/* add a contribution */
		VectorCopy( trace.color, contributions[ numCon ].color );
		VectorCopy( trace.direction, contributions[ numCon ].dir );
		contributions[ numCon ].style = trace.light->style;
		numCon++;
		
		/* push average direction around */
		addSize = VectorLength( trace.color );
		VectorMA( gp->dir, addSize, trace.direction, gp->dir );
		
		/* stop after a while */
		if( numCon >= (MAX_CONTRIBUTIONS - 1) )
			break;
		
		/* ydnar: cheap mode */
		VectorAdd( cheapColor, trace.color, cheapColor );
		if( cheapgrid && cheapColor[ 0 ] >= 255.0f && cheapColor[ 1 ] >= 255.0f && cheapColor[ 2 ] >= 255.0f )
			break;
	}
	
	/////// Floodlighting for point //////////////////
	//do our floodlight ambient occlusion loop, and add a single contribution based on the brightest dir
	if (floodlighty)
	{
		int q;
		float addSize,f;
		vec3_t col,dir;
		col[0]=col[1]=col[2]=floodlightIntensity;
		dir[0]=dir[1]=0;
		dir[2]=1;

		trace.testOcclusion = qtrue;
		trace.forceSunlight = qfalse;
		trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
		trace.testAll = qtrue;

		for (q=0;q<2;q++)
		{
			if (q==0) //upper hemisphere
			{
				trace.normal[0]=0;
				trace.normal[1]=0;
				trace.normal[2]=1;
			}
			else //lower hemisphere
			{
				trace.normal[0]=0;
				trace.normal[1]=0;
				trace.normal[2]=-1;
			}

			f = FloodLightForSample(&trace, floodlightDistance, floodlight_lowquality);

			contributions[ numCon ].color[0]=col[0]*f;
			contributions[ numCon ].color[1]=col[1]*f;
			contributions[ numCon ].color[2]=col[2]*f;

			contributions[ numCon ].dir[0]=dir[0];
			contributions[ numCon ].dir[1]=dir[1];
			contributions[ numCon ].dir[2]=dir[2];

			contributions[ numCon ].style = 0;
			numCon++;
			/* push average direction around */
			addSize = VectorLength( col );
			VectorMA( gp->dir, addSize, dir, gp->dir );
		}
	}
	/////////////////////

	/* normalize to get primary light direction */
	VectorNormalize( gp->dir, thisdir );
	
	/* now that we have identified the primary light direction,
	   go back and separate all the light into directed and ambient */

	numStyles = 1;
	for( i = 0; i < numCon; i++ )
	{
		/* get relative directed strength */
		d = DotProduct( contributions[ i ].dir, thisdir );
		/* we map 1 to gridDirectionality, and 0 to gridAmbientDirectionality */
		d = gridAmbientDirectionality + d * (gridDirectionality - gridAmbientDirectionality);
		if( d < 0.0f )
			d = 0.0f;
		
		/* find appropriate style */
		for( j = 0; j < numStyles; j++ )
		{
			if( gp->styles[ j ] == contributions[ i ].style )
				break;
		}
		
		/* style not found? */
		if( j >= numStyles )
		{
			/* add a new style */
			if( numStyles < MAX_LIGHTMAPS )
			{
				gp->styles[ numStyles ] = contributions[ i ].style;
				bgp->styles[ numStyles ] = contributions[ i ].style;
				numStyles++;
				//%	Sys_Printf( "(%d, %d) ", num, contributions[ i ].style );
			}
			
			/* fallback */
			else
				j = 0;
		}
		
		/* add the directed color */
		VectorMA( gp->directed[ j ], d, contributions[ i ].color, gp->directed[ j ] );
		
		/* ambient light will be at 1/4 the value of directed light */
		/* (ydnar: nuke this in favor of more dramatic lighting?) */
		/* (PM: how about actually making it work? d=1 when it got here for single lights/sun :P */
//		d = 0.25f;
		/* (Hobbes: always setting it to .25 is hardly any better) */
		d = 0.25f * (1.0f - d);
		VectorMA( gp->ambient[ j ], d, contributions[ i ].color, gp->ambient[ j ] );

/*
 * div0:
 * the total light average = ambient value + 0.25 * sum of all directional values
 * we can also get the total light average as 0.25 * the sum of all contributions
 *
 * 0.25 * sum(contribution_i) == ambient + 0.25 * sum(d_i contribution_i)
 *
 * THIS YIELDS:
 * ambient == 0.25 * sum((1 - d_i) contribution_i)
 *
 * So, 0.25f * (1.0f - d) IS RIGHT. If you want to tune it, tune d BEFORE.
 */
	}
	
	
	/* store off sample */
	for( i = 0; i < MAX_LIGHTMAPS; i++ )
	{
#if 0
		/* do some fudging to keep the ambient from being too low (2003-07-05: 0.25 -> 0.125) */
		if( !bouncing )
			VectorMA( gp->ambient[ i ], 0.125f, gp->directed[ i ], gp->ambient[ i ] );
#endif
		
		/* set minimum light and copy off to bytes */
		VectorCopy( gp->ambient[ i ], color );
		for( j = 0; j < 3; j++ )
			if( color[ j ] < minGridLight[ j ] )
				color[ j ] = minGridLight[ j ];

		/* vortex: apply gridscale and gridambientscale here */
		ColorToBytes( color, bgp->ambient[ i ], gridScale*gridAmbientScale );
		ColorToBytes( gp->directed[ i ], bgp->directed[ i ], gridScale );
	}
	
	/* debug code */
	#if 0
		//%	Sys_FPrintf( SYS_VRB, "%10d %10d %10d ", &gp->ambient[ 0 ][ 0 ], &gp->ambient[ 0 ][ 1 ], &gp->ambient[ 0 ][ 2 ] );
		Sys_FPrintf( SYS_VRB, "%9d Amb: (%03.1f %03.1f %03.1f) Dir: (%03.1f %03.1f %03.1f)\n",
			num,
			gp->ambient[ 0 ][ 0 ], gp->ambient[ 0 ][ 1 ], gp->ambient[ 0 ][ 2 ],
			gp->directed[ 0 ][ 0 ], gp->directed[ 0 ][ 1 ], gp->directed[ 0 ][ 2 ] );
	#endif
	
	/* store direction */
	NormalToLatLong( thisdir, bgp->latLong );
}



/*
SetupGrid()
calculates the size of the lightgrid and allocates memory
*/

void SetupGrid( void )
{
	int			i, j;
	vec3_t		maxs, oldGridSize;
	const char	*value;
	char		temp[ 64 ];
	
	 
	/* don't do this if not grid lighting */
	if( noGridLighting )
		return;
	
	/* ydnar: set grid size */
	value = ValueForKey( &entities[ 0 ], "gridsize" );
	if( value[ 0 ] != '\0' )
		sscanf( value, "%f %f %f", &gridSize[ 0 ], &gridSize[ 1 ], &gridSize[ 2 ] );
	
	/* quantize it */
	VectorCopy( gridSize, oldGridSize );
	for( i = 0; i < 3; i++ )
		gridSize[ i ] = gridSize[ i ] >= 8.0f ? floor( gridSize[ i ] ) : 8.0f;
	
	/* ydnar: increase gridSize until grid count is smaller than max allowed */
	numRawGridPoints = MAX_MAP_LIGHTGRID + 1;
	j = 0;
	while( numRawGridPoints > MAX_MAP_LIGHTGRID )
	{
		/* get world bounds */
		for( i = 0; i < 3; i++ )
		{
			gridMins[ i ] = gridSize[ i ] * ceil( bspModels[ 0 ].mins[ i ] / gridSize[ i ] );
			maxs[ i ] = gridSize[ i ] * floor( bspModels[ 0 ].maxs[ i ] / gridSize[ i ] );
			gridBounds[ i ] = (maxs[ i ] - gridMins[ i ]) / gridSize[ i ] + 1;
		}
	
		/* set grid size */
		numRawGridPoints = gridBounds[ 0 ] * gridBounds[ 1 ] * gridBounds[ 2 ];
		
		/* increase grid size a bit */
		if( numRawGridPoints > MAX_MAP_LIGHTGRID )
			gridSize[ j++ % 3 ] += 16.0f;
	}
	
	/* print it */
	Sys_Printf( "Grid size = { %1.0f, %1.0f, %1.0f }\n", gridSize[ 0 ], gridSize[ 1 ], gridSize[ 2 ] );
	
	/* different? */
	if( !VectorCompare( gridSize, oldGridSize ) )
	{
		sprintf( temp, "%.0f %.0f %.0f", gridSize[ 0 ], gridSize[ 1 ], gridSize[ 2 ] );
		SetKeyValue( &entities[ 0 ], "gridsize", (const char*) temp );
		Sys_FPrintf( SYS_VRB, "Storing adjusted grid size\n" );
	}
	
	/* 2nd variable. fixme: is this silly? */
	numBSPGridPoints = numRawGridPoints;
	
	/* allocate lightgrid */
	rawGridPoints = safe_malloc( numRawGridPoints * sizeof( *rawGridPoints ) );
	memset( rawGridPoints, 0, numRawGridPoints * sizeof( *rawGridPoints ) );
	
	if( bspGridPoints != NULL )
		free( bspGridPoints );
	bspGridPoints = safe_malloc( numBSPGridPoints * sizeof( *bspGridPoints ) );
	memset( bspGridPoints, 0, numBSPGridPoints * sizeof( *bspGridPoints ) );
	
	/* clear lightgrid */
	for( i = 0; i < numRawGridPoints; i++ )
	{
		VectorCopy( ambientColor, rawGridPoints[ i ].ambient[ j ] );
		rawGridPoints[ i ].styles[ 0 ] = LS_NORMAL;
		bspGridPoints[ i ].styles[ 0 ] = LS_NORMAL;
		for( j = 1; j < MAX_LIGHTMAPS; j++ )
		{
			rawGridPoints[ i ].styles[ j ] = LS_NONE;
			bspGridPoints[ i ].styles[ j ] = LS_NONE;
		}
	}
	
	/* note it */
	Sys_Printf( "%9d grid points\n", numRawGridPoints );
}



/*
LightWorld()
does what it says...
*/

void LightWorld( void )
{
	vec3_t		color;
	float		f;
	int			b, bt;
	qboolean	minVertex, minGrid, ps;
	const char	*value;
	

	/* ydnar: smooth normals */
	if( shade )
	{
		Sys_Printf( "--- SmoothNormals ---\n" );
		SmoothNormals();
	}
	
	/* determine the number of grid points */
	Sys_Printf( "--- SetupGrid ---\n" );
	SetupGrid();
	
	/* find the optional minimum lighting values */
	GetVectorForKey( &entities[ 0 ], "_color", color );
	if( VectorLength( color ) == 0.0f )
		VectorSet( color, 1.0, 1.0, 1.0 );
	
	/* ambient */
	f = FloatForKey( &entities[ 0 ], "_ambient" );
	if( f == 0.0f )
		f = FloatForKey( &entities[ 0 ], "ambient" );
	VectorScale( color, f, ambientColor );
	
	/* minvertexlight */
	minVertex = qfalse;
	value = ValueForKey( &entities[ 0 ], "_minvertexlight" );
	if( value[ 0 ] != '\0' )
	{
		minVertex = qtrue;
		f = atof( value );
		VectorScale( color, f, minVertexLight );
	}
	
	/* mingridlight */
	minGrid = qfalse;
	value = ValueForKey( &entities[ 0 ], "_mingridlight" );
	if( value[ 0 ] != '\0' )
	{
		minGrid = qtrue;
		f = atof( value );
		VectorScale( color, f, minGridLight );
	}
	
	/* minlight */
	value = ValueForKey( &entities[ 0 ], "_minlight" );
	if( value[ 0 ] != '\0' )
	{
		f = atof( value );
		VectorScale( color, f, minLight );
		if( minVertex == qfalse )
			VectorScale( color, f, minVertexLight );
		if( minGrid == qfalse )
			VectorScale( color, f, minGridLight );
	}
	
	/* create world lights */
	Sys_FPrintf( SYS_VRB, "--- CreateLights ---\n" );
	CreateEntityLights();
	CreateSurfaceLights();
	Sys_Printf( "%9d point lights\n", numPointLights );
	Sys_Printf( "%9d spotlights\n", numSpotLights );
	Sys_Printf( "%9d diffuse (area) lights\n", numDiffuseLights );
	Sys_Printf( "%9d sun/sky lights\n", numSunLights );
	
	/* calculate lightgrid */
	if( !noGridLighting )
	{
		/* ydnar: set up light envelopes */
		SetupEnvelopes( qtrue, fastgrid );
		
		Sys_Printf( "--- TraceGrid ---\n" );
		inGrid = qtrue;
		RunThreadsOnIndividual( numRawGridPoints, qtrue, TraceGrid );
		inGrid = qfalse;
		Sys_Printf( "%d x %d x %d = %d grid\n",
			gridBounds[ 0 ], gridBounds[ 1 ], gridBounds[ 2 ], numBSPGridPoints );
		
		/* ydnar: emit statistics on light culling */
		Sys_FPrintf( SYS_VRB, "%9d grid points envelope culled\n", gridEnvelopeCulled );
		Sys_FPrintf( SYS_VRB, "%9d grid points bounds culled\n", gridBoundsCulled );
	}
	
	/* slight optimization to remove a sqrt */
	subdivideThreshold *= subdivideThreshold;
	
	/* map the world luxels */
	Sys_Printf( "--- MapRawLightmap ---\n" );
	RunThreadsOnIndividual( numRawLightmaps, qtrue, MapRawLightmap );
	Sys_Printf( "%9d luxels\n", numLuxels );
	Sys_Printf( "%9d luxels mapped\n", numLuxelsMapped );
	Sys_Printf( "%9d luxels occluded\n", numLuxelsOccluded );
	
	/* dirty them up */
	if( dirty )
	{
		Sys_Printf( "--- DirtyRawLightmap ---\n" );




		RunThreadsOnIndividual( numRawLightmaps, qtrue, DirtyRawLightmap );
	}
	
	/* floodlight pass */
	FloodlightRawLightmaps();

	/* ydnar: set up light envelopes */
	SetupEnvelopes( qfalse, fast );
	
	/* light up my world */
	lightsPlaneCulled = 0;
	lightsEnvelopeCulled = 0;
	lightsBoundsCulled = 0;
	lightsClusterCulled = 0;
	
	Sys_Printf( "--- IlluminateRawLightmap ---\n" );
	RunThreadsOnIndividual( numRawLightmaps, qtrue, IlluminateRawLightmap );
	Sys_Printf( "%9d luxels illuminated\n", numLuxelsIlluminated );
	
	StitchSurfaceLightmaps();
	
	Sys_Printf( "--- IlluminateVertexes ---\n" );
	RunThreadsOnIndividual( numBSPDrawSurfaces, qtrue, IlluminateVertexes );
	Sys_Printf( "%9d vertexes illuminated\n", numVertsIlluminated );
	
	/* ydnar: emit statistics on light culling */
	Sys_FPrintf( SYS_VRB, "%9d lights plane culled\n", lightsPlaneCulled );
	Sys_FPrintf( SYS_VRB, "%9d lights envelope culled\n", lightsEnvelopeCulled );
	Sys_FPrintf( SYS_VRB, "%9d lights bounds culled\n", lightsBoundsCulled );
	Sys_FPrintf( SYS_VRB, "%9d lights cluster culled\n", lightsClusterCulled );
	
	/* radiosity */
	b = 1;
	bt = bounce;
	while( bounce > 0 )
	{
		/* store off the bsp between bounces */
		StoreSurfaceLightmaps();
		UnparseEntities();
		Sys_Printf( "Writing %s\n", source );
		WriteBSPFile( source );
		
		/* note it */
		Sys_Printf( "\n--- Radiosity (bounce %d of %d) ---\n", b, bt );
		
		/* flag bouncing */
		bouncing = qtrue;
		VectorClear( ambientColor );
		floodlighty = qfalse;
		
		/* generate diffuse lights */
		RadFreeLights();
		RadCreateDiffuseLights();
		
		/* setup light envelopes */
		SetupEnvelopes( qfalse, fastbounce );
		if( numLights == 0 )
		{
			Sys_Printf( "No diffuse light to calculate, ending radiosity.\n" );
			break;
		}
		
		/* add to lightgrid */
		if( bouncegrid )
		{
			gridEnvelopeCulled = 0;
			gridBoundsCulled = 0;
			
			Sys_Printf( "--- BounceGrid ---\n" );
			inGrid = qtrue;
			RunThreadsOnIndividual( numRawGridPoints, qtrue, TraceGrid );
			inGrid = qfalse;
			Sys_FPrintf( SYS_VRB, "%9d grid points envelope culled\n", gridEnvelopeCulled );
			Sys_FPrintf( SYS_VRB, "%9d grid points bounds culled\n", gridBoundsCulled );
		}
		
		/* light up my world */
		lightsPlaneCulled = 0;
		lightsEnvelopeCulled = 0;
		lightsBoundsCulled = 0;
		lightsClusterCulled = 0;
		
		Sys_Printf( "--- IlluminateRawLightmap ---\n" );
		RunThreadsOnIndividual( numRawLightmaps, qtrue, IlluminateRawLightmap );
		Sys_Printf( "%9d luxels illuminated\n", numLuxelsIlluminated );
		Sys_Printf( "%9d vertexes illuminated\n", numVertsIlluminated );
		
		StitchSurfaceLightmaps();
		
		Sys_Printf( "--- IlluminateVertexes ---\n" );
		RunThreadsOnIndividual( numBSPDrawSurfaces, qtrue, IlluminateVertexes );
		Sys_Printf( "%9d vertexes illuminated\n", numVertsIlluminated );
		
		/* ydnar: emit statistics on light culling */
		Sys_FPrintf( SYS_VRB, "%9d lights plane culled\n", lightsPlaneCulled );
		Sys_FPrintf( SYS_VRB, "%9d lights envelope culled\n", lightsEnvelopeCulled );
		Sys_FPrintf( SYS_VRB, "%9d lights bounds culled\n", lightsBoundsCulled );
		Sys_FPrintf( SYS_VRB, "%9d lights cluster culled\n", lightsClusterCulled );
		
		/* interate */
		bounce--;
		b++;
	}
}



/*
LightMain()
main routine for light processing
*/

int LightMain( int argc, char **argv )
{
	int			i;
	float		f;
	char		mapSource[ 1024 ];
	const char	*value;
	int lightmapMergeSize = 0;
	
	
	/* note it */
	Sys_Printf( "--- Light ---\n" );
	Sys_Printf( "--- ProcessGameSpecific ---\n" );

	/* set standard game flags */
	wolfLight = game->wolfLight;
	if (wolfLight == qtrue)
		Sys_Printf( " lightning model: wolf\n" );
	else
		Sys_Printf( " lightning model: quake3\n" );

	lmCustomSize = game->lightmapSize;
	Sys_Printf( " lightmap size: %d x %d pixels\n", lmCustomSize, lmCustomSize );

	lightmapGamma = game->lightmapGamma;
	Sys_Printf( " lightning gamma: %f\n", lightmapGamma );

	lightmapCompensate = game->lightmapCompensate;
	Sys_Printf( " lightning compensation: %f\n", lightmapCompensate );

	lightmapExposure = game->lightmapExposure;
	Sys_Printf( " lightning exposure: %f\n", lightmapExposure );

	gridScale = game->gridScale;
	Sys_Printf( " lightgrid scale: %f\n", gridScale );

	gridAmbientScale = game->gridAmbientScale;
	Sys_Printf( " lightgrid ambient scale: %f\n", gridAmbientScale );

	noStyles = game->noStyles;
	if (noStyles == qtrue)
		Sys_Printf( " shader lightstyles hack: disabled\n" );
	else
		Sys_Printf( " shader lightstyles hack: enabled\n" );

	keepLights = game->keepLights;
	if (keepLights == qtrue)
		Sys_Printf( " keep lights: enabled\n" );
	else
		Sys_Printf( " keep lights: disabled\n" );

	patchShadows = game->patchShadows;
	if (patchShadows == qtrue)
		Sys_Printf( " patch shadows: enabled\n" );
	else
		Sys_Printf( " patch shadows: disabled\n" );

	deluxemap = game->deluxeMap;
	deluxemode = game->deluxeMode;
 	if (deluxemap == qtrue)
	{
		if (deluxemode)
			Sys_Printf( " deluxemapping: enabled with tangentspace deluxemaps\n" );
		else
			Sys_Printf( " deluxemapping: enabled with modelspace deluxemaps\n" );
	}
	else
		Sys_Printf( " deluxemapping: disabled\n" );

	Sys_Printf( "--- ProcessCommandLine ---\n" );
	
	/* process commandline arguments */
	for( i = 1; i < (argc - 1); i++ )
	{
		/* lightsource scaling */
		if( !strcmp( argv[ i ], "-point" ) || !strcmp( argv[ i ], "-pointscale" ) )
		{
			f = atof( argv[ i + 1 ] );
			pointScale *= f;
			Sys_Printf( "Point (entity) light scaled by %f to %f\n", f, pointScale );
			i++;
		}
		
		else if( !strcmp( argv[ i ], "-area" ) || !strcmp( argv[ i ], "-areascale" ) )
		{
			f = atof( argv[ i + 1 ] );
			areaScale *= f;
			Sys_Printf( "Area (shader) light scaled by %f to %f\n", f, areaScale );
			i++;
		}
		
		else if( !strcmp( argv[ i ], "-sky" ) || !strcmp( argv[ i ], "-skyscale" ) )
		{
			f = atof( argv[ i + 1 ] );
			skyScale *= f;
			Sys_Printf( "Sky/sun light scaled by %f to %f\n", f, skyScale );
			i++;
		}
		
		else if( !strcmp( argv[ i ], "-bouncescale" ) )
		{
			f = atof( argv[ i + 1 ] );
			bounceScale *= f;
			Sys_Printf( "Bounce (radiosity) light scaled by %f to %f\n", f, bounceScale );
			i++;
		}
		
		else if( !strcmp( argv[ i ], "-scale" ) )
		{
			f = atof( argv[ i + 1 ] );
			pointScale *= f;
			areaScale *= f;
			skyScale *= f;
			bounceScale *= f;
			Sys_Printf( "All light scaled by %f\n", f );
			i++;
		}

		else if( !strcmp( argv[ i ], "-gridscale" ) )
		{
			f = atof( argv[ i + 1 ] );
			Sys_Printf( "Grid lightning scaled by %f\n", f );
			gridScale *= f;
			i++;
		}

		else if( !strcmp( argv[ i ], "-gridambientscale" ) )
		{
			f = atof( argv[ i + 1 ] );
			Sys_Printf( "Grid ambient lightning scaled by %f\n", f );
			gridAmbientScale *= f;
			i++;
		}

		else if( !strcmp( argv[ i ], "-griddirectionality" ) )
		{
			f = atof( argv[ i + 1 ] );
			if(f < 0) f = 0;
			if(f > gridAmbientDirectionality) f = gridAmbientDirectionality;
			Sys_Printf( "Grid directionality is %f\n", f );
			gridDirectionality *= f;
			i++;
		}

		else if( !strcmp( argv[ i ], "-gridambientdirectionality" ) )
		{
			f = atof( argv[ i + 1 ] );
			if(f > gridDirectionality) f = gridDirectionality;
			if(f > 1) f = 1;
			Sys_Printf( "Grid ambient directionality is %f\n", f );
			gridAmbientDirectionality *= f;
			i++;
		}
		
		else if( !strcmp( argv[ i ], "-gamma" ) )
		{
			f = atof( argv[ i + 1 ] );
			lightmapGamma = f;
			Sys_Printf( "Lighting gamma set to %f\n", lightmapGamma );
			i++;
		}
		
		else if( !strcmp( argv[ i ], "-exposure" ) )
		{
			f = atof( argv[ i + 1 ] );
			lightmapExposure = f;
			Sys_Printf( "Lighting exposure set to %f\n", lightmapExposure );
			i++;
		}

		else if( !strcmp( argv[ i ], "-compensate" ) )
		{
			f = atof( argv[ i + 1 ] );
			if( f <= 0.0f )
				f = 1.0f;
			lightmapCompensate = f;
			Sys_Printf( "Lighting compensation set to 1/%f\n", lightmapCompensate );
			i++;
		}
		
		/* ydnar switches */
		else if( !strcmp( argv[ i ], "-bounce" ) )
		{
			bounce = atoi( argv[ i + 1 ] );
			if( bounce < 0 )
				bounce = 0;
			else if( bounce > 0 )
				Sys_Printf( "Radiosity enabled with %d bounce(s)\n", bounce );
			i++;
		}
		
		else if( !strcmp( argv[ i ], "-supersample" ) || !strcmp( argv[ i ], "-super" ) )
		{
			superSample = atoi( argv[ i + 1 ] );
			if( superSample < 1 )
				superSample = 1;
			else if( superSample > 1 )
				Sys_Printf( "Ordered-grid supersampling enabled with %d sample(s) per lightmap texel\n", (superSample * superSample) );
			i++;
		}
		
		else if( !strcmp( argv[ i ], "-samples" ) )
		{
			lightSamples = atoi( argv[ i + 1 ] );
			if( lightSamples < 1 )
				lightSamples = 1;
			else if( lightSamples > 1 )
				Sys_Printf( "Adaptive supersampling enabled with %d sample(s) per lightmap texel\n", lightSamples );
			i++;
		}
		
		else if( !strcmp( argv[ i ], "-filter" ) )
		{
			filter = qtrue;
			Sys_Printf( "Lightmap filtering enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-dark" ) )
		{
			dark = qtrue;
			Sys_Printf( "Dark lightmap seams enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-shadeangle" ) )
		{
			shadeAngleDegrees = atof( argv[ i + 1 ] );
			if( shadeAngleDegrees < 0.0f )
				shadeAngleDegrees = 0.0f;
			else if( shadeAngleDegrees > 0.0f )
			{
				shade = qtrue;
				Sys_Printf( "Phong shading enabled with a breaking angle of %f degrees\n", shadeAngleDegrees );
			}
			i++;
		}
		
		else if( !strcmp( argv[ i ], "-thresh" ) )
		{
			subdivideThreshold = atof( argv[ i + 1 ] );
			if( subdivideThreshold < 0 )
				subdivideThreshold = DEFAULT_SUBDIVIDE_THRESHOLD;
			else
				Sys_Printf( "Subdivision threshold set at %.3f\n", subdivideThreshold );
			i++;
		}
		
		else if( !strcmp( argv[ i ], "-approx" ) )
		{
			approximateTolerance = atoi( argv[ i + 1 ] );
			if( approximateTolerance < 0 )
				approximateTolerance = 0;
			else if( approximateTolerance > 0 )
				Sys_Printf( "Approximating lightmaps within a byte tolerance of %d\n", approximateTolerance );
			i++;
		}
		else if( !strcmp( argv[ i ], "-deluxe" ) || !strcmp( argv[ i ], "-deluxemap" ) )
		{
			deluxemap = qtrue;
			Sys_Printf( "Generating deluxemaps for average light direction\n" );
		}
		else if( !strcmp( argv[ i ], "-deluxemode" ))
		{
			deluxemode = atoi( argv[ i + 1 ] );
			if (deluxemode == 0 || deluxemode > 1 || deluxemode < 0)
			{
				Sys_Printf( "Generating modelspace deluxemaps\n" );
				deluxemode = 0;
			}
			else 
				Sys_Printf( "Generating tangentspace deluxemaps\n" );
			i++;
		}
		else if( !strcmp( argv[ i ], "-nodeluxe" ) || !strcmp( argv[ i ], "-nodeluxemap" ) )
		{
			deluxemap = qfalse;
			Sys_Printf( "Disabling generating of deluxemaps for average light direction\n" );
		}
		else if( !strcmp( argv[ i ], "-external" ) )
		{
			externalLightmaps = qtrue;
			Sys_Printf( "Storing all lightmaps externally\n" );
		}

		else if( !strcmp( argv[ i ], "-lightmapsize" ) )
		{
			lmCustomSize = atoi( argv[ i + 1 ] );
			
			/* must be a power of 2 and greater than 2 */
			if( ((lmCustomSize - 1) & lmCustomSize) || lmCustomSize < 2 )
			{
				Sys_Printf( "WARNING: Lightmap size must be a power of 2, greater or equal to 2 pixels.\n" );
				lmCustomSize = game->lightmapSize;
			}
			i++;
			Sys_Printf( "Default lightmap size set to %d x %d pixels\n", lmCustomSize, lmCustomSize );
			
			/* enable external lightmaps */
			if( lmCustomSize != game->lightmapSize )
			{
				externalLightmaps = qtrue;
				Sys_Printf( "Storing all lightmaps externally\n" );
			}
		}
		
		else if( !strcmp( argv[ i ], "-rawlightmapsizelimit" ) )
		{
			lmLimitSize = atoi( argv[ i + 1 ] );
			
			i++;
			Sys_Printf( "Raw lightmap size limit set to %d x %d pixels\n", lmLimitSize, lmLimitSize );
		}
		
		else if( !strcmp( argv[ i ], "-lightmapdir" ) )
		{
			lmCustomDir = argv[i + 1];
			i++;
			Sys_Printf( "Lightmap directory set to %s\n", lmCustomDir );
			externalLightmaps = qtrue;
			Sys_Printf( "Storing all lightmaps externally\n" );
		}
		
		/* ydnar: add this to suppress warnings */
		else if( !strcmp( argv[ i ],  "-custinfoparms") )
		{
			Sys_Printf( "Custom info parms enabled\n" );
			useCustomInfoParms = qtrue;
		}
		
		else if( !strcmp( argv[ i ], "-wolf" ) )
		{
			/* -game should already be set */
			wolfLight = qtrue;
			Sys_Printf( "Enabling Wolf lighting model (linear default)\n" );
		}
		
		else if( !strcmp( argv[ i ], "-q3" ) )
		{
			/* -game should already be set */
			wolfLight = qfalse;
			Sys_Printf( "Enabling Quake 3 lighting model (nonlinear default)\n" );
		}
		
		else if( !strcmp( argv[ i ], "-sunonly" ) )
		{
			sunOnly = qtrue;
			Sys_Printf( "Only computing sunlight\n" );
		}
		
		else if( !strcmp( argv[ i ], "-bounceonly" ) )
		{
			bounceOnly = qtrue;
			Sys_Printf( "Storing bounced light (radiosity) only\n" );
		}
		
		else if( !strcmp( argv[ i ], "-nocollapse" ) )
		{
			noCollapse = qtrue;
			Sys_Printf( "Identical lightmap collapsing disabled\n" );
		}

		else if( !strcmp( argv[ i ], "-nolightmapsearch" ) )
		{
			lightmapSearchBlockSize = 1;
			Sys_Printf( "No lightmap searching - all lightmaps will be sequential\n" );
		}
		
		else if( !strcmp( argv[ i ], "-lightmapsearchpower" ) )
		{
			lightmapMergeSize = (game->lightmapSize << atoi(argv[i+1]));
			++i;
			Sys_Printf( "Restricted lightmap searching enabled - optimize for lightmap merge power %d (size %d)\n", atoi(argv[i]), lightmapMergeSize );
		}
		
		else if( !strcmp( argv[ i ], "-lightmapsearchblocksize" ) )
		{
			lightmapSearchBlockSize = atoi(argv[i+1]);
			++i;
			Sys_Printf( "Restricted lightmap searching enabled - block size set to %d\n", lightmapSearchBlockSize );
		}
		
		else if( !strcmp( argv[ i ], "-shade" ) )
		{
			shade = qtrue;
			Sys_Printf( "Phong shading enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-bouncegrid") )
		{
			bouncegrid = qtrue;
			if( bounce > 0 )
				Sys_Printf( "Grid lighting with radiosity enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-smooth" ) )
		{
			lightSamples = EXTRA_SCALE;
			Sys_Printf( "The -smooth argument is deprecated, use \"-samples 2\" instead\n" );
		}
		
		else if( !strcmp( argv[ i ], "-fast" ) )
		{
			fast = qtrue;
			fastgrid = qtrue;
			fastbounce = qtrue;
			Sys_Printf( "Fast mode enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-faster" ) )
		{
			faster = qtrue;
			fast = qtrue;
			fastgrid = qtrue;
			fastbounce = qtrue;
			Sys_Printf( "Faster mode enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-fastgrid" ) )
		{
			fastgrid = qtrue;
			Sys_Printf( "Fast grid lighting enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-fastbounce" ) )
		{
			fastbounce = qtrue;
			Sys_Printf( "Fast bounce mode enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-cheap" ) )
		{
			cheap = qtrue;
			cheapgrid = qtrue;
			Sys_Printf( "Cheap mode enabled\n" );
		}

		else if( !strcmp( argv[ i ], "-cheapgrid" ) )
		{
			cheapgrid = qtrue;
			Sys_Printf( "Cheap grid mode enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-normalmap" ) )
		{
			normalmap = qtrue;
			Sys_Printf( "Storing normal map instead of lightmap\n" );
		}
		
		else if( !strcmp( argv[ i ], "-trisoup" ) )
		{
			trisoup = qtrue;
			Sys_Printf( "Converting brush faces to triangle soup\n" );
		}
		
		else if( !strcmp( argv[ i ], "-debug" ) )
		{
			debug = qtrue;
			Sys_Printf( "Lightmap debugging enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-debugsurfaces" ) || !strcmp( argv[ i ], "-debugsurface" ) )
		{
			debugSurfaces = qtrue;
			Sys_Printf( "Lightmap surface debugging enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-debugunused" ) )
		{
			debugUnused = qtrue;
			Sys_Printf( "Unused luxel debugging enabled\n" );
		}

		else if( !strcmp( argv[ i ], "-debugaxis" ) )
		{
			debugAxis = qtrue;
			Sys_Printf( "Lightmap axis debugging enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-debugcluster" ) )
		{
			debugCluster = qtrue;
			Sys_Printf( "Luxel cluster debugging enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-debugorigin" ) )
		{
			debugOrigin = qtrue;
			Sys_Printf( "Luxel origin debugging enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-debugdeluxe" ) )
		{
			deluxemap = qtrue;
			debugDeluxemap = qtrue;
			Sys_Printf( "Deluxemap debugging enabled\n" );
		}
		
		else if( !strcmp( argv[ i ], "-export" ) )
		{
			exportLightmaps = qtrue;
			Sys_Printf( "Exporting lightmaps\n" );
		}
		
		else if( !strcmp(argv[ i ], "-notrace" )) 
		{
			noTrace = qtrue;
			Sys_Printf( "Shadow occlusion disabled\n" );
		}
		else if( !strcmp(argv[ i ], "-patchshadows" ) )
		{
			patchShadows = qtrue;
			Sys_Printf( "Patch shadow casting enabled\n" );
		}
		else if( !strcmp( argv[ i ], "-extra" ) )
		{
			superSample = EXTRA_SCALE;		/* ydnar */
			Sys_Printf( "The -extra argument is deprecated, use \"-super 2\" instead\n" );
		}
		else if( !strcmp( argv[ i ], "-extrawide" ) )
		{
			superSample = EXTRAWIDE_SCALE;	/* ydnar */
			filter = qtrue;					/* ydnar */
			Sys_Printf( "The -extrawide argument is deprecated, use \"-filter [-super 2]\" instead\n");
		}
		else if( !strcmp( argv[ i ], "-samplesize" ) )
		{
			sampleSize = atoi( argv[ i + 1 ] );
			if( sampleSize < 1 )
				sampleSize = 1;
			i++;
			Sys_Printf( "Default lightmap sample size set to %dx%d units\n", sampleSize, sampleSize );
		}
		else if( !strcmp( argv[ i ], "-minsamplesize" ) )
		{
			minSampleSize = atoi( argv[ i + 1 ] );
			if( minSampleSize < 1 )
				minSampleSize = 1;
			i++;
			Sys_Printf( "Minimum lightmap sample size set to %dx%d units\n", minSampleSize, minSampleSize );
		}
		else if( !strcmp( argv[ i ],  "-samplescale" ) )
 		{
			sampleScale = atoi( argv[ i + 1 ] );
 			i++;
			Sys_Printf( "Lightmaps sample scale set to %d\n", sampleScale);
 		}
		else if( !strcmp( argv[ i ], "-novertex" ) )
		{
			noVertexLighting = qtrue;
			Sys_Printf( "Disabling vertex lighting\n" );
		}
		else if( !strcmp( argv[ i ], "-nogrid" ) )
		{
			noGridLighting = qtrue;
			Sys_Printf( "Disabling grid lighting\n" );
		}
		else if( !strcmp( argv[ i ], "-border" ) )
		{
			lightmapBorder = qtrue;
			Sys_Printf( "Adding debug border to lightmaps\n" );
		}
		else if( !strcmp( argv[ i ], "-nosurf" ) )
		{
			noSurfaces = qtrue;
			Sys_Printf( "Not tracing against surfaces\n" );
		}
		else if( !strcmp( argv[ i ], "-dump" ) )
		{
			dump = qtrue;
			Sys_Printf( "Dumping radiosity lights into numbered prefabs\n" );
		}
		else if( !strcmp( argv[ i ], "-lomem" ) )
		{
			loMem = qtrue;
			Sys_Printf( "Enabling low-memory (potentially slower) lighting mode\n" );
		}
		else if( !strcmp( argv[ i ], "-nostyle" ) || !strcmp( argv[ i ], "-nostyles" ) )
		{
			noStyles = qtrue;
			Sys_Printf( "Disabling lightstyles\n" );
		}
		else if( !strcmp( argv[ i ], "-style" ) || !strcmp( argv[ i ], "-styles" ) )
		{
			noStyles = qfalse;
			Sys_Printf( "Enabling lightstyles\n" );
		}
		else if( !strcmp( argv[ i ], "-keeplights" ))
		{
			keepLights = qtrue;
			Sys_Printf( "Leaving light entities on map after compile\n" );
		}
		else if( !strcmp( argv[ i ], "-cpma" ) )
		{
			cpmaHack = qtrue;
			Sys_Printf( "Enabling Challenge Pro Mode Asstacular Vertex Lighting Mode (tm)\n" );
		}
		else if( !strcmp( argv[ i ], "-floodlight" ) )
		{
			floodlighty = qtrue;
			Sys_Printf( "FloodLighting enabled\n" );
		}
		else if( !strcmp( argv[ i ], "-debugnormals" ) )
		{
			debugnormals = qtrue;
			Sys_Printf( "DebugNormals enabled\n" );
		}
		else if( !strcmp( argv[ i ], "-lowquality" ) )
		{
			floodlight_lowquality = qtrue;
			Sys_Printf( "Low Quality FloodLighting enabled\n" );
		}
		
		/* r7: dirtmapping */
		else if( !strcmp( argv[ i ], "-dirty" ) )
		{
			dirty = qtrue;
			Sys_Printf( "Dirtmapping enabled\n" );
		}
		else if( !strcmp( argv[ i ], "-dirtdebug" ) || !strcmp( argv[ i ], "-debugdirt" ) )
		{
			dirtDebug = qtrue;
			Sys_Printf( "Dirtmap debugging enabled\n" );
		}
		else if( !strcmp( argv[ i ], "-dirtmode" ) )
		{
			dirtMode = atoi( argv[ i + 1 ] );
			if( dirtMode != 0 && dirtMode != 1 )
				dirtMode = 0;
			if( dirtMode == 1 )
				Sys_Printf( "Enabling randomized dirtmapping\n" );
			else
				Sys_Printf( "Enabling ordered dir mapping\n" );
			i++;
		}
		else if( !strcmp( argv[ i ], "-dirtdepth" ) )
		{
			dirtDepth = atof( argv[ i + 1 ] );
			if( dirtDepth <= 0.0f )
				dirtDepth = 128.0f;
			Sys_Printf( "Dirtmapping depth set to %.1f\n", dirtDepth );
			i++;
		}
		else if( !strcmp( argv[ i ], "-dirtscale" ) )
		{
			dirtScale = atof( argv[ i + 1 ] );
			if( dirtScale <= 0.0f )
				dirtScale = 1.0f;
			Sys_Printf( "Dirtmapping scale set to %.1f\n", dirtScale );
			i++;
		}
		else if( !strcmp( argv[ i ], "-dirtgain" ) )
		{
			dirtGain = atof( argv[ i + 1 ] );
			if( dirtGain <= 0.0f )
				dirtGain = 1.0f;
			Sys_Printf( "Dirtmapping gain set to %.1f\n", dirtGain );
			i++;
		}
		else if( !strcmp( argv[ i ], "-trianglecheck" ) )
		{
			lightmapTriangleCheck = qtrue;
		}
		else if( !strcmp( argv[ i ], "-extravisnudge" ) )
		{
			lightmapExtraVisClusterNudge = qtrue;
		}
		/* unhandled args */
		else
		{
			Sys_Printf( "WARNING: Unknown argument \"%s\"\n", argv[ i ] );
		}

	}

	/* fix up lightmap search power */
	if(lightmapMergeSize)
	{
		lightmapSearchBlockSize = (lightmapMergeSize / lmCustomSize) * (lightmapMergeSize / lmCustomSize);
		if(lightmapSearchBlockSize < 1)
			lightmapSearchBlockSize = 1;

		Sys_Printf( "Restricted lightmap searching enabled - block size adjusted to %d\n", lightmapSearchBlockSize );
	}
	
	/* clean up map name */
	strcpy( source, ExpandArg( argv[ i ] ) );
	StripExtension( source );
	DefaultExtension( source, ".bsp" );
	strcpy( mapSource, ExpandArg( argv[ i ] ) );
	StripExtension( mapSource );
	DefaultExtension( mapSource, ".map" );
	
	/* ydnar: set default sample size */
	SetDefaultSampleSize( sampleSize );
	
	/* ydnar: handle shaders */
	BeginMapShaderFile( source );
	LoadShaderInfo();
	
	/* note loading */
	Sys_Printf( "Loading %s\n", source );
	
	/* ydnar: load surface file */
	LoadSurfaceExtraFile( source );
	
	/* load bsp file */
	LoadBSPFile( source );
	
	/* parse bsp entities */
	ParseEntities();

	/* inject command line parameters */
	InjectCommandLine(argv, 0, argc - 1);
	
	/* load map file */
	value = ValueForKey( &entities[ 0 ], "_keepLights" );
	if( value[ 0 ] != '1' )
		LoadMapFile( mapSource, qtrue );
	
	/* set the entity/model origins and init yDrawVerts */
	SetEntityOrigins();
	
	/* ydnar: set up optimization */
	SetupBrushes();
	SetupDirt();
	SetupFloodLight();
	SetupSurfaceLightmaps();
	
	/* initialize the surface facet tracing */
	SetupTraceNodes();
	
	/* light the world */
	LightWorld();
	
	/* ydnar: store off lightmaps */
	StoreSurfaceLightmaps();
	
	/* write out the bsp */
	UnparseEntities();
	Sys_Printf( "Writing %s\n", source );
	WriteBSPFile( source );
	
	/* ydnar: export lightmaps */
	if( exportLightmaps && !externalLightmaps )
		ExportLightmaps();
	
	/* return to sender */
	return 0;
}

